mirror of
https://github.com/photonstorm/phaser
synced 2024-12-04 18:40:59 +00:00
1040 lines
35 KiB
JavaScript
1040 lines
35 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* A collection of methods for displaying debug information about game objects. Phaser.Debug requires a CANVAS game type in order to render, so if you've got
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* your game set to use Phaser.AUTO then swap it for Phaser.CANVAS to ensure WebGL doesn't kick in, then the Debug functions will all display.
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*
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* @class Phaser.Utils.Debug
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.Utils.Debug = function (game) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {Context} context - The canvas context on which to render the debug information.
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*/
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this.context = game.context;
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/**
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* @property {string} font - The font that the debug information is rendered in.
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* @default '14px Courier'
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*/
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this.font = '14px Courier';
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/**
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* @property {number} columnWidth - The spacing between columns.
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*/
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this.columnWidth = 100;
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/**
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* @property {number} lineHeight - The line height between the debug text.
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*/
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this.lineHeight = 16;
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/**
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* @property {boolean} renderShadow - Should the text be rendered with a slight shadow? Makes it easier to read on different types of background.
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*/
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this.renderShadow = true;
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/**
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* @property {Context} currentX - The current X position the debug information will be rendered at.
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* @default
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*/
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this.currentX = 0;
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/**
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* @property {number} currentY - The current Y position the debug information will be rendered at.
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* @default
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*/
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this.currentY = 0;
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/**
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* @property {number} currentAlpha - The current alpha the debug information will be rendered at.
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* @default
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*/
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this.currentAlpha = 1;
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};
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Phaser.Utils.Debug.prototype = {
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/**
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* Internal method that resets and starts the debug output values.
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* @method Phaser.Utils.Debug#start
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* @param {number} [x=0] - The X value the debug info will start from.
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* @param {number} [y=0] - The Y value the debug info will start from.
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* @param {string} [color='rgb(255,255,255)'] - The color the debug text will drawn in.
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* @param {number} [columnWidth=0] - The spacing between columns.
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*/
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start: function (x, y, color, columnWidth) {
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if (this.context == null)
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{
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return;
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}
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if (typeof x !== 'number') { x = 0; }
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if (typeof y !== 'number') { y = 0; }
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color = color || 'rgb(255,255,255)';
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if (typeof columnWidth === 'undefined') { columnWidth = 0; }
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this.currentX = x;
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this.currentY = y;
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this.currentColor = color;
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this.currentAlpha = this.context.globalAlpha;
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this.columnWidth = columnWidth;
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this.context.save();
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this.context.setTransform(1, 0, 0, 1, 0, 0);
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this.context.fillStyle = color;
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this.context.font = this.font;
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this.context.globalAlpha = 1;
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},
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/**
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* Internal method that stops the debug output.
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* @method Phaser.Utils.Debug#stop
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*/
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stop: function () {
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this.context.restore();
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this.context.globalAlpha = this.currentAlpha;
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},
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/**
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* Internal method that outputs a single line of text.
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* @method Phaser.Utils.Debug#line
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* @param {string} text - The line of text to draw.
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* @param {number} [x] - The X value the debug info will start from.
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* @param {number} [y] - The Y value the debug info will start from.
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*/
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line: function (text, x, y) {
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if (this.context == null)
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{
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return;
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}
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if (typeof x !== 'undefined') { this.currentX = x; }
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if (typeof y !== 'undefined') { this.currentY = y; }
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if (this.renderShadow)
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{
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this.context.fillStyle = 'rgb(0,0,0)';
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this.context.fillText(text, this.currentX + 1, this.currentY + 1);
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this.context.fillStyle = this.currentColor;
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}
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this.context.fillText(text, this.currentX, this.currentY);
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this.currentY += this.lineHeight;
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},
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/**
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* Internal method that outputs a single line of text split over as many columns as needed, one per parameter.
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* @method Phaser.Utils.Debug#splitline
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* @param {string} text - The text to render. You can have as many columns of text as you want, just pass them as additional parameters.
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*/
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splitline: function (text) {
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if (this.context == null)
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{
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return;
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}
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var x = this.currentX;
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for (var i = 0; i < arguments.length; i++)
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{
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if (this.renderShadow)
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{
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this.context.fillStyle = 'rgb(0,0,0)';
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this.context.fillText(arguments[i], x + 1, this.currentY + 1);
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this.context.fillStyle = this.currentColor;
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}
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this.context.fillText(arguments[i], x, this.currentY);
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x += this.columnWidth;
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}
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this.currentY += this.lineHeight;
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},
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/**
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* Visually renders a QuadTree to the display.
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* @method Phaser.Utils.Debug#renderQuadTree
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* @param {Phaser.QuadTree} quadtree - The quadtree to render.
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* @param {string} color - The color of the lines in the quadtree.
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*/
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renderQuadTree: function (quadtree, color) {
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color = color || 'rgba(255,0,0,0.3)';
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this.start();
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var bounds = quadtree.bounds;
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if (quadtree.nodes.length === 0)
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{
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this.context.strokeStyle = color;
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this.context.strokeRect(bounds.x, bounds.y, bounds.width, bounds.height);
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this.renderText(quadtree.ID + ' / ' + quadtree.objects.length, bounds.x + 4, bounds.y + 16, 'rgb(0,200,0)', '12px Courier');
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this.context.strokeStyle = 'rgb(0,255,0)';
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// children
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for (var i = 0; i < quadtree.objects.length; i++)
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{
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this.context.strokeRect(quadtree.objects[i].x, quadtree.objects[i].y, quadtree.objects[i].width, quadtree.objects[i].height);
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}
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}
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else
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{
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for (var i = 0; i < quadtree.nodes.length; i++)
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{
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this.renderQuadTree(quadtree.nodes[i]);
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}
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}
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this.stop();
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},
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/**
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* Renders the corners and point information of the given Sprite.
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* @method Phaser.Utils.Debug#renderSpriteCorners
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* @param {Phaser.Sprite} sprite - The sprite to be rendered.
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* @param {boolean} [showText=false] - If true the x/y coordinates of each point will be rendered.
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* @param {boolean} [showBounds=false] - If true the bounds will be rendered over the top of the sprite.
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* @param {string} [color='rgb(255,0,255)'] - The color the text is rendered in.
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*/
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renderSpriteCorners: function (sprite, showText, showBounds, color) {
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if (this.context == null)
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{
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return;
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}
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showText = showText || false;
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showBounds = showBounds || false;
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color = color || 'rgb(255,255,255)';
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this.start(0, 0, color);
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if (showBounds)
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{
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this.context.beginPath();
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this.context.strokeStyle = 'rgba(0, 255, 0, 0.7)';
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this.context.strokeRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
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this.context.closePath();
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this.context.stroke();
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}
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this.context.beginPath();
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this.context.moveTo(sprite.topLeft.x, sprite.topLeft.y);
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this.context.lineTo(sprite.topRight.x, sprite.topRight.y);
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this.context.lineTo(sprite.bottomRight.x, sprite.bottomRight.y);
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this.context.lineTo(sprite.bottomLeft.x, sprite.bottomLeft.y);
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this.context.closePath();
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this.context.strokeStyle = 'rgba(255, 0, 255, 0.7)';
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this.context.stroke();
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this.renderPoint(sprite.offset);
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this.renderPoint(sprite.center);
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this.renderPoint(sprite.topLeft);
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this.renderPoint(sprite.topRight);
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this.renderPoint(sprite.bottomLeft);
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this.renderPoint(sprite.bottomRight);
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if (showText)
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{
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this.currentColor = color;
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this.line('x: ' + Math.floor(sprite.topLeft.x) + ' y: ' + Math.floor(sprite.topLeft.y), sprite.topLeft.x, sprite.topLeft.y);
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this.line('x: ' + Math.floor(sprite.topRight.x) + ' y: ' + Math.floor(sprite.topRight.y), sprite.topRight.x, sprite.topRight.y);
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this.line('x: ' + Math.floor(sprite.bottomLeft.x) + ' y: ' + Math.floor(sprite.bottomLeft.y), sprite.bottomLeft.x, sprite.bottomLeft.y);
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this.line('x: ' + Math.floor(sprite.bottomRight.x) + ' y: ' + Math.floor(sprite.bottomRight.y), sprite.bottomRight.x, sprite.bottomRight.y);
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}
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this.stop();
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},
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/**
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* Render Sound information, including decoded state, duration, volume and more.
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* @method Phaser.Utils.Debug#renderSoundInfo
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* @param {Phaser.Sound} sound - The sound object to debug.
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* @param {number} x - X position of the debug info to be rendered.
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* @param {number} y - Y position of the debug info to be rendered.
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* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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renderSoundInfo: function (sound, x, y, color) {
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if (this.context == null)
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{
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return;
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}
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color = color || 'rgb(255,255,255)';
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this.start(x, y, color);
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this.line('Sound: ' + sound.key + ' Locked: ' + sound.game.sound.touchLocked);
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this.line('Is Ready?: ' + this.game.cache.isSoundReady(sound.key) + ' Pending Playback: ' + sound.pendingPlayback);
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this.line('Decoded: ' + sound.isDecoded + ' Decoding: ' + sound.isDecoding);
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this.line('Total Duration: ' + sound.totalDuration + ' Playing: ' + sound.isPlaying);
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this.line('Time: ' + sound.currentTime);
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this.line('Volume: ' + sound.volume + ' Muted: ' + sound.mute);
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this.line('WebAudio: ' + sound.usingWebAudio + ' Audio: ' + sound.usingAudioTag);
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if (sound.currentMarker !== '')
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{
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this.line('Marker: ' + sound.currentMarker + ' Duration: ' + sound.duration);
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this.line('Start: ' + sound.markers[sound.currentMarker].start + ' Stop: ' + sound.markers[sound.currentMarker].stop);
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this.line('Position: ' + sound.position);
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}
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this.stop();
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},
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/**
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* Render camera information including dimensions and location.
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* @method Phaser.Utils.Debug#renderCameraInfo
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* @param {Phaser.Camera} camera - Description.
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* @param {number} x - X position of the debug info to be rendered.
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* @param {number} y - Y position of the debug info to be rendered.
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* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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renderCameraInfo: function (camera, x, y, color) {
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if (this.context == null)
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{
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return;
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}
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color = color || 'rgb(255,255,255)';
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this.start(x, y, color);
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this.line('Camera (' + camera.width + ' x ' + camera.height + ')');
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this.line('X: ' + camera.x + ' Y: ' + camera.y);
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this.line('Bounds x: ' + camera.bounds.x + ' Y: ' + camera.bounds.y + ' w: ' + camera.bounds.width + ' h: ' + camera.bounds.height);
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this.line('View x: ' + camera.view.x + ' Y: ' + camera.view.y + ' w: ' + camera.view.width + ' h: ' + camera.view.height);
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this.stop();
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},
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/**
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* Renders the Pointer.circle object onto the stage in green if down or red if up along with debug text.
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* @method Phaser.Utils.Debug#renderPointer
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* @param {Phaser.Pointer} pointer - Description.
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* @param {boolean} [hideIfUp=false] - Doesn't render the circle if the pointer is up.
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* @param {string} [downColor='rgba(0,255,0,0.5)'] - The color the circle is rendered in if down.
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* @param {string} [upColor='rgba(255,0,0,0.5)'] - The color the circle is rendered in if up (and hideIfUp is false).
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* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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renderPointer: function (pointer, hideIfUp, downColor, upColor, color) {
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if (this.context == null || pointer == null)
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{
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return;
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}
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if (typeof hideIfUp === 'undefined') { hideIfUp = false; }
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downColor = downColor || 'rgba(0,255,0,0.5)';
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upColor = upColor || 'rgba(255,0,0,0.5)';
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color = color || 'rgb(255,255,255)';
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if (hideIfUp === true && pointer.isUp === true)
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{
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return;
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}
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this.start(pointer.x, pointer.y - 100, color);
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this.context.beginPath();
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this.context.arc(pointer.x, pointer.y, pointer.circle.radius, 0, Math.PI * 2);
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if (pointer.active)
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{
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this.context.fillStyle = downColor;
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}
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else
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{
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this.context.fillStyle = upColor;
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}
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this.context.fill();
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this.context.closePath();
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// Render the points
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this.context.beginPath();
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this.context.moveTo(pointer.positionDown.x, pointer.positionDown.y);
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this.context.lineTo(pointer.position.x, pointer.position.y);
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this.context.lineWidth = 2;
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this.context.stroke();
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this.context.closePath();
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// Render the text
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// this.start(pointer.x, pointer.y - 100, color);
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this.line('ID: ' + pointer.id + " Active: " + pointer.active);
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this.line('World X: ' + pointer.worldX + " World Y: " + pointer.worldY);
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this.line('Screen X: ' + pointer.x + " Screen Y: " + pointer.y);
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this.line('Duration: ' + pointer.duration + " ms");
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this.stop();
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},
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/**
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* Render Sprite Input Debug information.
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* @method Phaser.Utils.Debug#renderSpriteInputInfo
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* @param {Phaser.Sprite} sprite - The sprite to be rendered.
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* @param {number} x - X position of the debug info to be rendered.
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* @param {number} y - Y position of the debug info to be rendered.
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* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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renderSpriteInputInfo: function (sprite, x, y, color) {
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color = color || 'rgb(255,255,255)';
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this.start(x, y, color);
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this.line('Sprite Input: (' + sprite.width + ' x ' + sprite.height + ')');
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this.line('x: ' + sprite.input.pointerX().toFixed(1) + ' y: ' + sprite.input.pointerY().toFixed(1));
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this.line('over: ' + sprite.input.pointerOver() + ' duration: ' + sprite.input.overDuration().toFixed(0));
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this.line('down: ' + sprite.input.pointerDown() + ' duration: ' + sprite.input.downDuration().toFixed(0));
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this.line('just over: ' + sprite.input.justOver() + ' just out: ' + sprite.input.justOut());
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this.stop();
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},
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/**
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* Render Sprite collision.
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* @method Phaser.Utils.Debug#renderSpriteCollision
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* @param {Phaser.Sprite} sprite - The sprite to be rendered.
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* @param {number} x - X position of the debug info to be rendered.
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* @param {number} y - Y position of the debug info to be rendered.
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* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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renderSpriteCollision: function (sprite, x, y, color) {
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color = color || 'rgb(255,255,255)';
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this.start(x, y, color, 100);
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this.line('Body: (width: ' + sprite.width + ' height: ' + sprite.height + ')');
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this.line('left: ' + sprite.body.touching.left);
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this.line('right: ' + sprite.body.touching.right);
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this.line('up: ' + sprite.body.touching.up);
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this.line('down: ' + sprite.body.touching.down);
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this.stop();
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},
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/**
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* Render Sprite Body Physics Data as text.
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* @method Phaser.Utils.Debug#renderBodyInfo
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* @param {Phaser.Sprite} sprite - The sprite to be rendered.
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* @param {number} x - X position of the debug info to be rendered.
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* @param {number} y - Y position of the debug info to be rendered.
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* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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renderBodyInfo: function (sprite, x, y, color) {
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color = color || 'rgb(255,255,255)';
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this.start(x, y, color, 220);
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this.splitline('x: ' + sprite.body.x.toFixed(2), 'y: ' + sprite.body.y.toFixed(2), 'width: ' + sprite.width, 'height: ' + sprite.height);
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this.splitline('speed: ' + sprite.body.speed.toFixed(2), 'angle: ' + sprite.body.angle.toFixed(2), 'friction: ' + sprite.body.friction);
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this.splitline('blocked left: ' + sprite.body.blocked.left, 'right: ' + sprite.body.blocked.right, 'up: ' + sprite.body.blocked.up, 'down: ' + sprite.body.blocked.down);
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this.splitline('touching left: ' + sprite.body.touching.left, 'right: ' + sprite.body.touching.right, 'up: ' + sprite.body.touching.up, 'down: ' + sprite.body.touching.down);
|
|
this.splitline('gravity x: ' + sprite.body.gravity.x, 'y: ' + sprite.body.gravity.y, 'world gravity x: ' + this.game.physics.gravity.x, 'y: ' + this.game.physics.gravity.y);
|
|
this.splitline('acceleration x: ' + sprite.body.acceleration.x.toFixed(2), 'y: ' + sprite.body.acceleration.y.toFixed(2));
|
|
this.splitline('velocity x: ' + sprite.body.velocity.x.toFixed(2), 'y: ' + sprite.body.velocity.y.toFixed(2), 'deltaX: ' + sprite.body.deltaX().toFixed(2), 'deltaY: ' + sprite.body.deltaY().toFixed(2));
|
|
this.splitline('motion x: ' + sprite.body.motionVelocity.x.toFixed(2), 'y: ' + sprite.body.motionVelocity.y.toFixed(2));
|
|
this.splitline('bounce x: ' + sprite.body.bounce.x.toFixed(2), 'y: ' + sprite.body.bounce.y.toFixed(2));
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Render debug information about the Input object.
|
|
* @method Phaser.Utils.Debug#renderInputInfo
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
renderInputInfo: function (x, y, color) {
|
|
|
|
if (this.context == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
color = color || 'rgb(255,255,0)';
|
|
|
|
this.start(x, y, color);
|
|
this.line('Input');
|
|
this.line('X: ' + this.game.input.x + ' Y: ' + this.game.input.y);
|
|
this.line('World X: ' + this.game.input.worldX + ' World Y: ' + this.game.input.worldY);
|
|
this.line('Scale X: ' + this.game.input.scale.x.toFixed(1) + ' Scale Y: ' + this.game.input.scale.x.toFixed(1));
|
|
this.line('Screen X: ' + this.game.input.activePointer.screenX + ' Screen Y: ' + this.game.input.activePointer.screenY);
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Render debug infos (including name, bounds info, position and some other properties) about the Sprite.
|
|
* @method Phaser.Utils.Debug#renderSpriteInfo
|
|
* @param {Phaser.Sprite} sprite - Description.
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
renderSpriteInfo: function (sprite, x, y, color) {
|
|
|
|
if (this.context == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
color = color || 'rgb(255, 255, 255)';
|
|
|
|
this.start(x, y, color);
|
|
|
|
this.line('Sprite: ' + ' (' + sprite.width + ' x ' + sprite.height + ') anchor: ' + sprite.anchor.x + ' x ' + sprite.anchor.y);
|
|
this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1));
|
|
this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
|
|
this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera);
|
|
this.line('body x: ' + sprite.body.x.toFixed(1) + ' y: ' + sprite.body.y.toFixed(1));
|
|
|
|
// 0 = scaleX
|
|
// 1 = skewY
|
|
// 2 = translateX
|
|
// 3 = skewX
|
|
// 4 = scaleY
|
|
// 5 = translateY
|
|
|
|
// this.line('id: ' + sprite._id);
|
|
// this.line('scale x: ' + sprite.worldTransform[0]);
|
|
// this.line('scale y: ' + sprite.worldTransform[4]);
|
|
// this.line('tx: ' + sprite.worldTransform[2]);
|
|
// this.line('ty: ' + sprite.worldTransform[5]);
|
|
// this.line('skew x: ' + sprite.worldTransform[3]);
|
|
// this.line('skew y: ' + sprite.worldTransform[1]);
|
|
this.line('deltaX: ' + sprite.body.deltaX());
|
|
this.line('deltaY: ' + sprite.body.deltaY());
|
|
// this.line('sdx: ' + sprite.deltaX());
|
|
// this.line('sdy: ' + sprite.deltaY());
|
|
|
|
// this.line('inCamera: ' + this.game.renderer.spriteRenderer.inCamera(this.game.camera, sprite));
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Render the World Transform information of the given Sprite.
|
|
* @method Phaser.Utils.Debug#renderWorldTransformInfo
|
|
* @param {Phaser.Sprite} sprite - Description.
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
renderWorldTransformInfo: function (sprite, x, y, color) {
|
|
|
|
if (this.context == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
color = color || 'rgb(255, 255, 255)';
|
|
|
|
this.start(x, y, color);
|
|
|
|
this.line('World Transform');
|
|
this.line('skewX: ' + sprite.worldTransform[3]);
|
|
this.line('skewY: ' + sprite.worldTransform[1]);
|
|
this.line('scaleX: ' + sprite.worldTransform[0]);
|
|
this.line('scaleY: ' + sprite.worldTransform[4]);
|
|
this.line('transX: ' + sprite.worldTransform[2]);
|
|
this.line('transY: ' + sprite.worldTransform[5]);
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Render the Local Transform information of the given Sprite.
|
|
* @method Phaser.Utils.Debug#renderLocalTransformInfo
|
|
* @param {Phaser.Sprite} sprite - Description.
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
renderLocalTransformInfo: function (sprite, x, y, color) {
|
|
|
|
if (this.context == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
color = color || 'rgb(255, 255, 255)';
|
|
|
|
this.start(x, y, color);
|
|
|
|
this.line('Local Transform');
|
|
this.line('skewX: ' + sprite.localTransform[3]);
|
|
this.line('skewY: ' + sprite.localTransform[1]);
|
|
this.line('scaleX: ' + sprite.localTransform[0]);
|
|
this.line('scaleY: ' + sprite.localTransform[4]);
|
|
this.line('transX: ' + sprite.localTransform[2]);
|
|
this.line('transY: ' + sprite.localTransform[5]);
|
|
this.stop();
|
|
|
|
},
|
|
|
|
renderSpriteCoords: function (sprite, x, y, color) {
|
|
|
|
if (this.context == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
color = color || 'rgb(255, 255, 255)';
|
|
|
|
this.start(x, y, color);
|
|
|
|
if (sprite.name)
|
|
{
|
|
this.line(sprite.name);
|
|
}
|
|
|
|
this.line('x: ' + sprite.x);
|
|
this.line('y: ' + sprite.y);
|
|
this.line('pos x: ' + sprite.position.x);
|
|
this.line('pos y: ' + sprite.position.y);
|
|
this.line('local x: ' + sprite.localTransform[2]);
|
|
this.line('local y: ' + sprite.localTransform[5]);
|
|
this.line('t x: ' + sprite.worldTransform[2]);
|
|
this.line('t y: ' + sprite.worldTransform[5]);
|
|
this.line('world x: ' + sprite.world.x);
|
|
this.line('world y: ' + sprite.world.y);
|
|
|
|
this.stop();
|
|
|
|
},
|
|
|
|
renderGroupInfo: function (group, x, y, color) {
|
|
|
|
if (this.context == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
color = color || 'rgb(255, 255, 255)';
|
|
|
|
this.start(x, y, color);
|
|
|
|
this.line('Group (size: ' + group.length + ')');
|
|
this.line('x: ' + group.x);
|
|
this.line('y: ' + group.y);
|
|
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders Point coordinates in the given color.
|
|
* @method Phaser.Utils.Debug#renderPointInfo
|
|
* @param {Phaser.Point} sprite - Description.
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
renderPointInfo: function (point, x, y, color) {
|
|
|
|
if (this.context == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
color = color || 'rgb(255, 255, 255)';
|
|
|
|
this.start(x, y, color);
|
|
this.line('px: ' + point.x.toFixed(1) + ' py: ' + point.y.toFixed(1));
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders just the Sprite.body bounds.
|
|
* @method Phaser.Utils.Debug#renderSpriteBody
|
|
* @param {Phaser.Sprite} sprite - Description.
|
|
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
|
|
*/
|
|
renderSpriteTouching: function (sprite, color) {
|
|
|
|
if (this.context == null || sprite.body.touching.none === true)
|
|
{
|
|
return;
|
|
}
|
|
|
|
color = color || 'rgba(255,0,255, 0.3)';
|
|
|
|
this.start(0, 0, color);
|
|
|
|
this.context.fillStyle = color;
|
|
this.context.fillRect(sprite.body.screenX, sprite.body.screenY, sprite.body.width, sprite.body.height);
|
|
|
|
this.stop();
|
|
this.start(0, 0, color);
|
|
|
|
this.context.beginPath();
|
|
this.context.strokeStyle = '#000000';
|
|
|
|
if (sprite.body.touching.up)
|
|
{
|
|
this.context.moveTo(sprite.body.x, sprite.body.y);
|
|
this.context.lineTo(sprite.body.x + sprite.body.width, sprite.body.y);
|
|
}
|
|
|
|
if (sprite.body.touching.down)
|
|
{
|
|
this.context.moveTo(sprite.body.x, sprite.body.y + sprite.body.height);
|
|
this.context.lineTo(sprite.body.x + sprite.body.width, sprite.body.y + sprite.body.height);
|
|
}
|
|
|
|
if (sprite.body.touching.left)
|
|
{
|
|
this.context.moveTo(sprite.body.x, sprite.body.y);
|
|
this.context.lineTo(sprite.body.x, sprite.body.y + sprite.body.height);
|
|
}
|
|
|
|
if (sprite.body.touching.right)
|
|
{
|
|
this.context.moveTo(sprite.body.x + sprite.body.width, sprite.body.y);
|
|
this.context.lineTo(sprite.body.x + sprite.body.width, sprite.body.y + sprite.body.height);
|
|
}
|
|
|
|
this.context.stroke();
|
|
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders just the full Sprite bounds.
|
|
* @method Phaser.Utils.Debug#renderSpriteBounds
|
|
* @param {Phaser.Sprite} sprite - Description.
|
|
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
|
|
* @param {boolean} [fill=false] - If false the bounds outline is rendered, if true the whole rectangle is rendered.
|
|
*/
|
|
renderSpriteBody: function (sprite, color, fill) {
|
|
|
|
if (this.context == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
color = color || 'rgb(255,0,255)';
|
|
|
|
if (typeof fill === 'undefined') { fill = false; }
|
|
|
|
this.start(0, 0, color);
|
|
|
|
if (fill)
|
|
{
|
|
this.context.fillStyle = color;
|
|
this.context.fillRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
|
|
}
|
|
else
|
|
{
|
|
this.context.strokeStyle = color;
|
|
this.context.strokeRect(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height);
|
|
this.context.stroke();
|
|
}
|
|
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders just the full Sprite bounds.
|
|
* @method Phaser.Utils.Debug#renderSpriteBounds
|
|
* @param {Phaser.Sprite} sprite - Description.
|
|
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
|
|
* @param {boolean} [fill=false] - If false the bounds outline is rendered, if true the whole rectangle is rendered.
|
|
*/
|
|
renderSpriteBounds: function (sprite, color, fill) {
|
|
|
|
if (this.context == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
color = color || 'rgb(255,0,255)';
|
|
|
|
if (typeof fill === 'undefined') { fill = false; }
|
|
|
|
this.start(0, 0, color);
|
|
|
|
if (fill)
|
|
{
|
|
this.context.fillStyle = color;
|
|
this.context.fillRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
|
|
}
|
|
else
|
|
{
|
|
this.context.strokeStyle = color;
|
|
this.context.strokeRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
|
|
this.context.stroke();
|
|
}
|
|
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders a single pixel.
|
|
* @method Phaser.Utils.Debug#renderPixel
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
|
|
*/
|
|
renderPixel: function (x, y, color) {
|
|
|
|
if (this.context == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
color = color || 'rgba(0,255,0,1)';
|
|
|
|
this.start();
|
|
this.context.fillStyle = color;
|
|
this.context.fillRect(x, y, 2, 2);
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders a Point object.
|
|
* @method Phaser.Utils.Debug#renderPoint
|
|
* @param {Phaser.Point} point - The Point to render.
|
|
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
|
|
*/
|
|
renderPoint: function (point, color) {
|
|
|
|
if (this.context == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
color = color || 'rgba(0,255,0,1)';
|
|
|
|
this.start();
|
|
this.context.fillStyle = color;
|
|
this.context.fillRect(point.x, point.y, 4, 4);
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders a Rectangle.
|
|
* @method Phaser.Utils.Debug#renderRectangle
|
|
* @param {Phaser.Rectangle} rect - The Rectangle to render.
|
|
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
|
|
*/
|
|
renderRectangle: function (rect, color) {
|
|
|
|
if (this.context == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
color = color || 'rgba(0,255,0,0.3)';
|
|
|
|
this.start();
|
|
this.context.fillStyle = color;
|
|
this.context.fillRect(rect.x, rect.y, rect.width, rect.height);
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders a Circle.
|
|
* @method Phaser.Utils.Debug#renderCircle
|
|
* @param {Phaser.Circle} circle - The Circle to render.
|
|
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
|
|
*/
|
|
renderCircle: function (circle, color) {
|
|
|
|
if (this.context == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
color = color || 'rgba(0,255,0,0.3)';
|
|
|
|
this.start();
|
|
this.context.beginPath();
|
|
this.context.fillStyle = color;
|
|
this.context.arc(circle.x, circle.y, circle.radius, 0, Math.PI * 2, false);
|
|
this.context.fill();
|
|
this.context.closePath();
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Render text.
|
|
* @method Phaser.Utils.Debug#renderText
|
|
* @param {string} text - The line of text to draw.
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
|
|
* @param {string} font - The font of text to draw.
|
|
*/
|
|
renderText: function (text, x, y, color, font) {
|
|
|
|
if (this.context == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
color = color || 'rgb(255,255,255)';
|
|
font = font || '16px Courier';
|
|
|
|
this.start();
|
|
this.context.font = font;
|
|
this.context.fillStyle = color;
|
|
this.context.fillText(text, x, y);
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders the corners and point information of the given Sprite.
|
|
* @method Phaser.Utils.Debug#renderPolygon
|
|
* @param {array} polygon
|
|
* @param {string} [color='rgb(255,255,255)'] - The color the polygon is stroked in.
|
|
*/
|
|
renderPolygon: function (polygon, color, context) {
|
|
|
|
if (this.context === null && context === null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
color = color || 'rgb(255,255,255)';
|
|
|
|
this.start(0, 0, color);
|
|
|
|
this.context.beginPath();
|
|
this.context.moveTo(polygon[0].x, polygon[0].y);
|
|
|
|
for (var i = 1; i < polygon.length; i++)
|
|
{
|
|
this.context.lineTo(polygon[i].x, polygon[i].y);
|
|
}
|
|
|
|
this.context.closePath();
|
|
// this.context.strokeStyle = 'rgba(255, 0, 255, 0.7)';
|
|
this.context.strokeStyle = color;
|
|
this.context.stroke();
|
|
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Dumps the Linked List to the console.
|
|
*
|
|
* @method Phaser.Utils.Debug#Phaser.LinkedList#dump
|
|
* @param {Phaser.LinkedList} list - The LinkedList to dump.
|
|
*/
|
|
dumpLinkedList: function (list) {
|
|
|
|
var spacing = 20;
|
|
|
|
var output = "\n" + Phaser.Utils.pad('Node', spacing) + "|" + Phaser.Utils.pad('Next', spacing) + "|" + Phaser.Utils.pad('Previous', spacing) + "|" + Phaser.Utils.pad('First', spacing) + "|" + Phaser.Utils.pad('Last', spacing);
|
|
console.log(output);
|
|
|
|
var output = Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing);
|
|
console.log(output);
|
|
|
|
var entity = list;
|
|
|
|
var testObject = entity.last.next;
|
|
entity = entity.first;
|
|
|
|
do
|
|
{
|
|
var name = entity.sprite.name || '*';
|
|
var nameNext = '-';
|
|
var namePrev = '-';
|
|
var nameFirst = '-';
|
|
var nameLast = '-';
|
|
|
|
if (entity.next)
|
|
{
|
|
nameNext = entity.next.sprite.name;
|
|
}
|
|
|
|
if (entity.prev)
|
|
{
|
|
namePrev = entity.prev.sprite.name;
|
|
}
|
|
|
|
if (entity.first)
|
|
{
|
|
nameFirst = entity.first.sprite.name;
|
|
}
|
|
|
|
if (entity.last)
|
|
{
|
|
nameLast = entity.last.sprite.name;
|
|
}
|
|
|
|
if (typeof nameNext === 'undefined')
|
|
{
|
|
nameNext = '-';
|
|
}
|
|
|
|
if (typeof namePrev === 'undefined')
|
|
{
|
|
namePrev = '-';
|
|
}
|
|
|
|
if (typeof nameFirst === 'undefined')
|
|
{
|
|
nameFirst = '-';
|
|
}
|
|
|
|
if (typeof nameLast === 'undefined')
|
|
{
|
|
nameLast = '-';
|
|
}
|
|
|
|
var output = Phaser.Utils.pad(name, spacing) + "|" + Phaser.Utils.pad(nameNext, spacing) + "|" + Phaser.Utils.pad(namePrev, spacing) + "|" + Phaser.Utils.pad(nameFirst, spacing) + "|" + Phaser.Utils.pad(nameLast, spacing);
|
|
console.log(output);
|
|
|
|
entity = entity.next;
|
|
|
|
}
|
|
while(entity != testObject)
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Utils.Debug.prototype.constructor = Phaser.Utils.Debug;
|